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Aku Djinn
   ( 5)
Creature — Djinn
(5/6)
Trample At the beginning of your upkeep, put a +1/+1 counter on each creature each opponent controls.
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An-Havva Inn
   ( 3)
Sorcery
You gain X plus 1 life, where X is the number of green creatures on the battlefield.
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Arachnus Spinner
  ( 6)
Creature — Spider
(5/7)
Reach Tap an untapped Spider you control: Search your graveyard and/or library for a card named Arachnus Web and put it onto the battlefield attached to target creature. If you search your library this way, shuffle.
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Arlinn Kord
   ( 4)
Legendary Planeswalker — Arlinn
(3)
+1: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste. 0: Create a 2/2 green Wolf creature token. Transform Arlinn Kord.
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Arlinn, Embraced by the Moon
( 0)
Legendary Planeswalker — Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn. −1: Arlinn deals 3 damage to any target. Transform Arlinn. −6: You get an emblem with "Creatures you control have haste and ‘ : This creature deals damage equal to its power to any target.'"
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Arlinn, the Moon's Fury
( 0)
Legendary Planeswalker — Arlinn
(4)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) +2: Add  . 0: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
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Arlinn, the Pack's Hope
   ( 4)
Legendary Planeswalker — Arlinn
(4)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.) +1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it. −3: Create two 2/2 green Wolf creature tokens.
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Arlinn, Voice of the Pack
   ( 6)
Legendary Planeswalker — Arlinn
(7)
Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
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Arlinn's Wolf
  ( 3)
Creature — Wolf
(3/2)
This creature can't be blocked by creatures with power 2 or less.
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Benthic Djinn
   ( 4)
Creature — Djinn
(5/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) At the beginning of your upkeep, you lose 2 life.
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Big Winner
  ( 4)
Creature — Ogre Warrior Guest
(5/2)
This creature has trample as long as you control a stickered permanent.
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Broodspinner
  ( 2)
Creature — Spider
(2/3)
Reach When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)   , , Sacrifice this creature: Create a number of 1/1 black and green Insect creature tokens with flying equal to the number of card types among cards in your graveyard.
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Calim, Djinn Emperor
    ( 6)
Legendary Creature — — Djinn Noble
(5/6)
Flying, ward  Calim's Breath —  , Discard Calim: Tap up to one target nonland permanent. Draw a card. Then you may exile two other cards named Calim, Djinn Emperor from your graveyard. When you do, return Calim from your graveyard to the battlefield tapped. When you discard Calim, conjure a card named Calim, Djinn Emperor into your library seventh from the top.
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Chimil, the Inner Sun
 ( 6)
Legendary Artifact
Spells you control can't be countered. At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Clockspinning
 ( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.
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Cloud Djinn
  ( 6)
Creature — Djinn
(5/4)
Flying This creature can block only creatures with flying.
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Creeping Inn
( 0)
Artifact Creature — Horror Construct
(3/7)
Whenever this creature attacks, you may exile a creature card from your graveyard. If you do, each opponent loses X life and you gain X life, where X is the number of creature cards exiled with this creature. : This creature phases out.
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Destiny Spinner
  ( 2)
Enchantment Creature — Human
(2/3)
Creature and enchantment spells you control can't be countered.  : Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
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Devouring Sugarmaw
   ( 4)
Creature — Horror
(6/6)
Menace, trample At the beginning of your upkeep, you may sacrifice an artifact, enchantment, or token. If you don't, tap this creature.
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Djinn Illuminatus
   ( 7)
Creature — Djinn
(3/5)
( can be paid with either or .) Flying Each instant and sorcery spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast it, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
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Djinn of Infinite Deceits
   ( 6)
Creature — Djinn
(2/7)
Flying : Exchange control of two target nonlegendary creatures. You can't activate this ability during combat.
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Djinn of the Fountain
   ( 6)
Creature — Djinn
(4/4)
Flying Whenever you cast an instant or sorcery spell, choose one — • This creature gets +1/+1 until end of turn. • Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step. • Scry 1.
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Djinn of Wishes
   ( 5)
Creature — Djinn
(4/4)
Flying This creature enters with three wish counters on it.   , Remove a wish counter from this creature: Reveal the top card of your library. You may play that card without paying its mana cost. If you don't, exile it.
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Djinni Windseer
  ( 4)
Creature — Djinn
(3/3)
Flying When this creature enters, roll a d20. 1–9 | Scry 1. 10–19 | Scry 2. 20 | Scry 3.
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Dread Linnorm
  ( 7)
Creature — Snake Dragon
(7/6)
This creature can't be blocked by creatures with power 3 or less.
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Drifting Djinn
   ( 6)
Creature — Djinn
(5/5)
Flying At the beginning of your upkeep, sacrifice this creature unless you pay  . Cycling ( , Discard this card: Draw a card.)
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Edgewall Inn
( 0)
Land
This land enters tapped. As this land enters, choose a color. : Add one mana of the chosen color.
, , Sacrifice this land: Return target card that has an Adventure from your graveyard to your hand.
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Edgewall Innkeeper
 ( 1)
Creature — Human Peasant
(1/1)
Whenever you cast a creature spell that has an Adventure, draw a card. (It doesn't need to have gone on the adventure first.)
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Emberwilde Djinn
   ( 4)
Creature — Djinn
(5/4)
Flying At the beginning of each player's upkeep, that player may pay  or 2 life. If the player does, they gain control of this creature.
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Enduring Innocence
   ( 3)
Enchantment Creature — Sheep Glimmer
(2/1)
Lifelink Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn. When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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Erhnam Djinn
  ( 4)
Creature — Djinn
(4/5)
At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. (It can't be blocked as long as defending player controls a Forest.)
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Etherium Spinner
  ( 3)
Artifact Creature — Human Wizard
(2/1)
Whenever you cast a spell with mana value 4 or greater, create a 1/1 colorless Thopter artifact creature token with flying.
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Fatespinner
   ( 3)
Creature — Human Wizard
(1/2)
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
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Finneas, Ace Archer
  ( 2)
Legendary Creature — Rabbit Archer
(2/2)
Vigilance, reach Whenever Finneas attacks, put a +1/+1 counter on each other creature you control that's a token or a Rabbit. Then if creatures you control have total power 10 or greater, draw a card.
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Fledgling Djinn
  ( 2)
Creature — Djinn
(2/2)
Flying At the beginning of your upkeep, this creature deals 1 damage to you.
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Ghosts of the Innocent
   ( 7)
Creature — Spirit
(4/5)
If a source would deal damage to a permanent or player, it deals half that damage, rounded down, to that permanent or player instead.
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Gilt-Leaf Winnower
   ( 5)
Creature — Elf Warrior
(4/3)
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, you may destroy target non-Elf creature whose power and toughness aren't equal.
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Glamer Spinners
  ( 5)
Creature — Faerie Wizard
(2/4)
Flash Flying When this creature enters, attach all Auras enchanting target permanent to another permanent with the same controller.
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Goham Djinn
  ( 6)
Creature — Djinn
(5/5)
 : Regenerate this creature.
This creature gets -2/-2 as long as black is the most common color among all permanents or is tied for most common.
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Grinning Totem
 ( 4)
Artifact
, , Sacrifice this artifact: Search target opponent's library for a card and exile it. Then that player shuffles. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played it, put it into its owner's graveyard.
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Gristle Grinner
  ( 5)
Creature — Zombie
(3/3)
Whenever a creature dies, this creature gets +2/+2 until end of turn.
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Halam Djinn
  ( 6)
Creature — Djinn
(6/5)
Haste This creature gets -2/-2 as long as red is the most common color among all permanents or is tied for most common.
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Haughty Djinn
   ( 3)
Creature — Djinn
(*/4)
Flying Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard. Instant and sorcery spells you cast cost less to cast.
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Devouring Sugarmaw (Have for Dinner)
  ( 2)
Instant — Adventure
Create a 1/1 white Human creature token and a Food token. (Then exile this card. You may cast the creature later from exile.)
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Helix Pinnacle
 ( 1)
Enchantment
Shroud (This enchantment can't be the target of spells or abilities.) : Put X tower counters on this enchantment.
At the beginning of your upkeep, if there are 100 or more tower counters on this enchantment, you win the game.
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Horrid Shadowspinner
   ( 3)
Creature — Horror
(2/3)
Lifelink Whenever this creature attacks, you may draw cards equal to its power. If you do, discard that many cards.
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Indentured Djinn
   ( 3)
Creature — Djinn
(4/4)
Flying When this creature enters, each other player may draw up to three cards.
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Inner Calm, Outer Strength
  ( 3)
Instant — Arcane
Target creature gets +X/+X until end of turn, where X is the number of cards in your hand.
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Inner Demon
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has flying, and is a Demon in addition to its other types. When this Aura enters, all non-Demon creatures get -2/-2 until end of turn.
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Inner Fire
  ( 4)
Sorcery
Add for each card in your hand.
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Inner Sanctum
   ( 3)
Enchantment
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Prevent all damage that would be dealt to creatures you control.
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Inner Struggle
  ( 4)
Instant
Target creature deals damage to itself equal to its power.
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Inner-Chamber Guard
  ( 2)
Creature — Human Samurai
(0/2)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
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Inner-Flame Acolyte
   ( 3)
Creature — Elemental Shaman
(2/2)
When this creature enters, target creature gets +2/+0 and gains haste until end of turn. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Inner-Flame Igniter
  ( 3)
Creature — Elemental Warrior
(2/2)
 : Creatures you control get +1/+0 until end of turn. If this is the third time this ability has resolved this turn, creatures you control gain first strike until end of turn.
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Innkeeper's Talent
  ( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. : Level 2
//Level_2// Permanents you control with counters on them have ward .  : Level 3
//Level_3// If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
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Innocence Kami
   ( 5)
Creature — Spirit
(2/3)
, : Tap target creature.
Whenever you cast a Spirit or Arcane spell, untap this creature.
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Innocent Blood
 ( 1)
Sorcery
Each player sacrifices a creature of their choice.
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Innocent Bystander
  ( 2)
Creature — Goblin Citizen
(2/1)
Whenever this creature is dealt 3 or more damage, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Innocent Traveler
   ( 4)
Creature — Human
(1/3)
At the beginning of your upkeep, any opponent may sacrifice a creature of their choice. If no one does, transform this creature.
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Innocuous Insect (playtest)
   ( 3)
Creature — — Eldrazi Insect
(2/1)
Buyback  (You may pay an additional  as you cast this spell. If you do, put this card into your hand as it resolves.) Flash Flying When you cast this spell, draw a card.
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Innocuous Rat
  ( 2)
Creature — Rat
(1/1)
When this creature dies, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Innocuous Researcher
  ( 4)
Creature — Centaur Detective
(3/4)
Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you investigate. Then each player draws a card. At the beginning of your end step, you may untap all lands you control. If you do, you can't cast spells until your next turn.
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Invasion of Innistrad
   ( 4)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) Flash When this Siege enters, target creature an opponent controls gets -13/-13 until end of turn.
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Jhoira, Ageless Innovator
  ( 2)
Legendary Creature — Human Artificer
(2/3)
: Put two ingenuity counters on Jhoira, then you may put an artifact card with mana value X or less from your hand onto the battlefield, where X is the number of ingenuity counters on Jhoira.
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Jinnie Fay, Jetmir's Second
   ( 3)
Legendary Creature — Elf Druid
(3/3)
If you would create one or more tokens, you may instead create that many 2/2 green Cat creature tokens with haste or that many 3/1 green Dog creature tokens with vigilance.
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Juzám Djinn
   ( 4)
Creature — Djinn
(5/5)
At the beginning of your upkeep, this creature deals 1 damage to you.
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Kinnan, Bonder Prodigy
  ( 2)
Legendary Creature — Human Druid
(2/2)
Whenever you tap a nonland permanent for mana, add one mana of any type that permanent produced.   : Look at the top five cards of your library. You may put a non-Human creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Kira, Great Glass-Spinner
   ( 3)
Legendary Creature — Spirit
(2/2)
Flying Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability."
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Late to Dinner
  ( 4)
Sorcery
Return target creature card from your graveyard to the battlefield. Create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Lifespinner
  ( 4)
Creature — Spirit
(3/3)
, Sacrifice three Spirits: Search your library for a legendary Spirit permanent card, put it onto the battlefield, then shuffle.
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Long-Finned Skywhale
   ( 4)
Creature — Whale
(4/3)
Flying This creature can block only creatures with flying.
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Lotus Path Djinn
  ( 4)
Creature — Djinn Monk
(2/3)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Maelstrom Djinn
  ( 8)
Creature — Djinn
(5/6)
Flying Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, put two time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
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Mahamoti Djinn
   ( 6)
Creature — Djinn
(5/6)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Metalspinner's Puzzleknot
 ( 2)
Artifact
When this artifact enters, you draw a card and you lose 1 life.  , Sacrifice this artifact: You draw a card and you lose 1 life.
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Mijae Djinn
   ( 3)
Creature — Djinn
(6/3)
Whenever this creature attacks, flip a coin. If you lose the flip, remove this creature from combat and tap it.
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Minn, Wily Illusionist
   ( 3)
Legendary Creature — Gnome Wizard
(1/3)
Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token gets +1/+0 for each other Illusion you control." Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
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Moonglove Winnower
  ( 4)
Creature — Elf Rogue
(2/3)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Nettletooth Djinn
  ( 4)
Creature — Djinn
(4/4)
At the beginning of your upkeep, this creature deals 1 damage to you.
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Nimble Innovator
  ( 4)
Creature — Vedalken Artificer
(2/2)
When this creature enters, draw a card.
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Oak Street Innkeeper
  ( 3)
Creature — Elf
(1/2)
During turns other than yours, tapped creatures you control have hexproof.
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Obsessive Skinner
  ( 2)
Creature — Human Rogue
(1/1)
When this creature enters, put a +1/+1 counter on target creature. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, put a +1/+1 counter on target creature.
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Padeem, Consul of Innovation
  ( 4)
Legendary Creature — Vedalken Artificer
(1/4)
Artifacts you control have hexproof. (They can't be the targets of spells or abilities your opponents control.) At the beginning of your upkeep, if you control the artifact with the highest mana value or tied for the highest mana value, draw a card.
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Pinnacle Monk
   ( 5)
Creature — Djinn Monk
(2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, return target instant or sorcery card from your graveyard to your hand.
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Pinnacle of Rage
   ( 6)
Sorcery
Pinnacle of Rage deals 3 damage to each of two targets.
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Plate Spinning
   ( 5)
Enchantment
Whenever you cast a spell, copy it and you may choose new targets for the copy. Then balance a card from outside the game on one of your fingertips. When that card falls or touches another card, sacrifice this enchantment.
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Prosperous Innkeeper
  ( 2)
Creature — Halfling Citizen
(1/1)
When this creature enters, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.") Whenever another creature you control enters, you gain 1 life.
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Ruham Djinn
  ( 6)
Creature — Djinn
(5/5)
First strike This creature gets -2/-2 as long as white is the most common color among all permanents or is tied for most common.
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Ruthless Winnower
   ( 5)
Creature — Elf Rogue
(4/4)
At the beginning of each player's upkeep, that player sacrifices a non-Elf creature of their choice.
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Dread Linnorm (Scale Deflection)
  ( 4)
Instant — Adventure
Put two +1/+1 counters on target creature and untap it. It gains hexproof until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Seeds of Innocence
   ( 3)
Sorcery
Destroy all artifacts. They can't be regenerated. The controller of each of those artifacts gains life equal to its mana value.
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